Culture, Traditions, etc. of the Pine Tribes

Steel Realms
Culture, Traditions, etc. of the Pine Tribes. There are a few large clans lead by the spirit-men (Shaman); but most are organized into small regional tribes lead by a chief and a medicine-man or woman. They wear a combination of traditional dress and modern – they only resemble the concept of a cliche savage in that they wear furs and dress appropriately for the clime they are in. They understand currency and use it to trade with outsiders and to varying degrees with each other – but most trade is a form of barter. They have a strong sense of humor and wit, are easy to laugh, rarely hold grudges (but are quick to fight and settle arguments by contest – though not necessarily violence). They understand and even teach their youths some of the ways of civilized cultures, but simply prefer the more elemental way of life. The warrior-hunters have a special place in the tribe. A few elite train for nothing but, but many are also farmers, husbands, fathers, kinsmen and tribe members first. They are masters of the use of natural cover though – having no problem in covering themselves in mud or the like to blend in, where they may not move for days. They do not believe in large pitched battles – preferring small groups, ambush, and single combat.

Those of the Pine Tribes speak an offshoot of ancient Dundarion called “Dundrav” at a [Conversational] level. With this they can also speak Dundarion language at [Rudimentary] level. Dundrav uses the same alphabet, has been simplified and is commonly called “Wyldsign”. It cannot communicate any idea beyond the [Understandable] level. Tribesmen are all familiar with the written form of Wyldsign at [Primitive] level – they hide words in natural formations and obscure them with signs only they know of to ward off other tribes and help guide hunters and travelers of their own clan and tribe.

Animist Outlook

  • Bear
  • Boar
  • Hawk/Eagle
  • Wolf

“Captures” Game

The tribes had a way of settling disputes (usually for bragging rights only) without warfare by a game called “captures”. Each side would have a home territory and have to find three hidden balls. A PER check to spot the “things”/ball – could be hidden. No weapons are allowed and there were only 5 members on each team. There were 2 judges, and they would scour the area ahead of time, making sure the balls were placed where the captains of each team said and that there were no extra members on the field (cheating is ‘fair’ too as long as it was not violent).

Capture Encounter >

  1. Mobility check
  2. Jump check
  3. Climb check
  4. Evade Check (grapple)
  5. punch/kick (inertial attack)
Realm's Aptitude Powers: Divine, Occult, and Psychic